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" Z1 O* R: r& W8 ]% q' Ehttp://www.matrixgames.com/forums/tm.asp?m=3185062% Y; P# v' U9 X
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已经共享到岛群QQ和本论坛置顶资源帖: ]2 j* h; {! D
9 i4 z( X* E' s a2 Z5 D9 R大量更新,详见列表:
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Change History:
) X# Q, |, }$ M7 iV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
! D2 |$ n/ H; `1 s. v% N3 W8 h1. Seventh Update – This release is a comprehensive release updating all previous
1 e" T7 Y% C/ Y7 dversions to v1.01.17 beta! E2 ^3 c6 k( t( G2 ^; f. d6 L
2. Code Changes% o. T& X% ~& _" c* E. B& W
Fixed
' g+ B# A% m. r, |* O! h1. Display of AF/Port icon between player saves based on player's intel, K5 d4 l% ?# p
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when: b7 }( `) _$ X$ P$ h
weapon list updated& S- `( b) G+ Q t5 I! {
3. Reported cargo/troop safety values incorrect when no cargo/troop space
4 g3 l3 P2 F5 M/ D4. Allow smaller 'reserve' space for small groups on ships
: Q8 O' a8 p9 x$ {' f5. Preserve some more data when swapping fragment and parent to prevent lost of parent0 o7 ^" g0 {% C- L9 Y+ w
6. Correct attacking plane count before final post-air combat
( V- u7 g/ p2 _* Z+ x) e7. Pilot promotion may have occured in error sometimes! M w5 b9 ^5 Q4 h6 W
8. Raid detect message sometimes dropped of the combat report- H8 P# O% e! }" Y- `1 Y7 |
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply7 T6 U \' e: @' z6 I; {/ @8 \
generally4 }/ m ^6 T2 E& f' _0 i
10. Some pilot-leader connections were being corrupted4 q3 K B8 w) B5 }. q% N% D
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few/ H9 Z2 {! @4 d+ K$ V* F2 G
other move issues due to the incorrect indicator
/ T/ \3 t; O# M) V* }4 a/ K' t12. Wrong ship sometimes reported in Ops report for TF movement which causes some/ u5 h3 J( @% t& R$ K- s' f: B# {5 j
damage+ k7 |0 X7 }" v2 W* ^5 Q/ E9 p4 s
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool+ h7 I# f# x( E2 [1 D- I( P4 f" {* ^5 a
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the, \( Q1 k4 Y2 Z9 {
date sort
3 |, b. L; W; d% _7 l15. ASW groups not allowed to attack sometimes
2 }9 J8 v- P7 z( x" @0 `# T16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing. P! g& V9 ]# R* I$ j( I
HQ/LCU to jump to reinforcement queue. p& M' K: O8 p v* l
17. Bug in bomber intercept if too many rounds of fighter v fighter combat* m/ ]( k* d: w0 b/ M+ ]: B2 ]
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
) f) D9 z8 E3 i9 Z# P& D; X5 x8 j+ Fat start of AE but crept back in sometime during updates
9 [, a" h# u3 Z# s19. Removed the fragment/parent swap during a TF unload as it could often orphan the
}' T. B. x' _fragment.( G. J, C* X5 h7 A
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade1 x8 b! \' q3 W& t' F
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
2 D- H$ V- @4 n) }2 Pshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full
6 i+ U# V! {+ z/ c5 J; Jset! F' B7 x3 S8 T3 N5 c7 h
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
x% @& Y8 |2 e, I" g% j; e23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
. H2 T8 {6 `- m24. Bug caused F/FB to sometimes bomb at low altitude
2 Z; h1 \5 J' ]25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
! i4 Q; N4 R) ^occurring properly.
. w/ P* k% ^/ }8 s4 n26. Bug in Industry 'failed' indication not showing properly sometimes& N. K) a% p2 ~
27. Location check at scenario load to include small map sceanrios1 Q- ]5 W8 q2 Q8 ?3 u
28. Bug in air supply to fragments in a non-friendly base hex& T& [" ?$ X' h: y
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was7 b! ^# f ^3 j: J$ j# u& O0 f
being set to homebase before execution of the mission – ie was returning to base
3 K7 P. W) [# eimmediately) Q" ^ `/ g, r- s# d
30. Error in Strategic map display
0 X/ _* h1 C+ _: s1 W. A31. Additional and stockpile options were not turned off when base was captured
7 Q! Y6 \+ }/ ]0 N$ h0 P32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on9 t1 U0 P) r) C' X- ^$ ]
mouse over6 R- i; V& n1 |$ j- V4 b
33. Army experience being gained when not 100% prepared as per manual; changed to allow
" }$ A; a3 B& r! E, Xchance to gain experience if >75% prepare and < 50% national exp level8 R) g u& ^ x, O+ l# R/ F
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to0 [3 ~- ]) F3 o- ]9 u# |* i
alleviate the incorrect experience gaining happening while in reinforcement queue
! m/ K; @5 Z7 v5 H35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
4 M& v- k- O" n' q$ X" dcaused unit to jump “off-rail” and move overland
; v# m8 D, u2 P$ B36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ3 B3 b% M8 B, h5 O' r
37. Excessive accident messages on unload from TF reported a; a" [3 R/ v( K! K1 h2 {* l
38. Reworked editor sub-unit merging as some devices could drop off the unit list when8 S! i% K3 `9 U7 r& b" M
merged causing smaller size unit than expected
; H8 x1 D5 B, d4 c$ p39. Corrected possible TOE error in scenario data load for inactive units
2 q0 d9 v, Q- r% [* G5 l+ a40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
' r: V2 N# s( y% b5 uhowever be allowed to do this.
- q6 c1 f! _6 a/ V6 @0 g3 q( {41. Possible CTD if sinking ship's load was a group
2 l' V+ ^1 R1 d3 | X3 _7 F42. Limit the number of devices built from resources per unit during LCU replacements; this
9 G# B, s" P# t' g, v& wwas causing an over production for that turn
9 B2 r/ ^6 l) J0 `8 E43. Retain day/night setting when creating group fragments
1 x: c7 J9 v* Y" p, a" q) n44. Adjusted supply and fuel values in base list not to overrun the space
* E/ Q6 p4 E1 R4 F45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
- o; a7 K* d, c N9 Z; _" I1 E+ @added YMS to Sweep TF in line with manual and code( r2 w) v/ [7 D
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
( w. J# i- N. x2 L" Brule relates to the abundance of manpower and is not covered by replacement pool. Normal3 g: }0 O% L# I |7 ^) G
rebuilding of destroyed units is not affected by this.
/ G6 O, {" |9 l5 N2 ^47. Carrier capable and trained text not showing together on Group screen; ^- Y$ M( P9 Q" E2 O8 f
48. Handle any blank re-name changes by ignoring them
1 u9 E. R- E* b5 ]8 q0 M' z# U; A6 H49. Possible CTD when air fragments combine
2 O" U( W- q' p+ \/ b50. Unloading TF can freeze a LCU onto a ship under some conditions
6 z7 r4 t+ n3 H9 _/ B( k51. AI not behaving if main HQs missing (affects small map mainly)' \- x! A9 r# T7 ^
52. AI using AGC for normal land units – removed from TF if not needed! r, [! A) G. c) V# O7 C5 h
53. Soviet activation message not in Ops report
, B: L1 D4 o+ L6 }* J54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range' i9 \( J- J; C$ ?+ J
55. Clear Soviet air balance if not activated. Possible incorrect base switching1 |" [" c8 A* J9 [
56. Sub attack against docked TF not happening for port size <3
" t* C1 E( J9 \. r6 ?( c57. Unit type changing unexpectantly
: H8 X, g: b3 |, u58. Torpedo replacement on plane sometimes is missed3 g- p6 t( H. ^2 E3 C
59. Double handling of overstacked supply requirements
6 u$ J$ G/ v$ K, ]3 Y" A1 y60. Fixed alternate weapons for port attacks
7 e( P& t, v# T; o/ m61. Corrected weapon system damage to show after combat on ships in port rather than wait till" @6 I" C8 N. d! |8 X) K6 i" p
sometimer in the ship repair cycle.
5 ?, F3 w7 w R6 h62. Ship tonnage over 32K could cause repairs to fail1 H7 P( P, o# e4 U, U' N, J
New' g D9 S4 S6 v9 j M, S# A% r7 G) d
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
* H1 H6 h9 D; C5 S: U4 Mport
& E: D! _7 h" m3 K) b C2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
! S) Z* m, N) ETenders not counted
6 j3 g1 {1 p! O3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
, k/ Q I( W& s3 |" u+ b1 ?4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method# k. `1 |2 G: c& A) p8 o
to remove damaged ships from TF7 U) n: Y- l/ i% j/ f s
5. New filter for “non-building” devices in Industry pool screen/ C. Y6 C9 b W6 G8 k7 k4 ~
6. New filter for “non-building” aircraft in Air Replacement pool screen4 ^0 w; p+ o' U
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
" M- ^& r; } s) l3 A. }mines (^) detected
9 P" U6 k7 t8 [8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the+ v8 {4 a# O) @& D) j ^; \
‘button6..’ image files, then these will be shown. If not, by default there are shown as w4 a, ~+ r8 q k8 _; ]4 ]
standard parachute unit icons
2 T& l9 v1 L- l+ @9. Air/port damage and building is shown in base mouse over& e1 g2 U( e/ c
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on. j8 {) {% X" c- z1 V
11. TF can be routed to stay within coastal hexes as much as possible
" \0 a. H5 Z, P! r- b12. On Top Pilot screen show the 'ace' cut-off value if more than 1
& P+ b, Q) k* z3 G( X13. Added option on group and LCU reinforcement screen to turn off replacements- Z. O: f5 T7 D* a. t; H
14. Current base can get supply returned to it when reserve planes returned which were
8 I; Y- v' R7 S/ |originally supplied from another base
$ C% n3 W8 f+ _8 B& G! W: G& U, \6 M/ [15. Unit type filter on Troop Loading screen
d- y. Z, _+ R. U16. Report killed ground units if not in combat report
3 }, J, ]& ~' S* m& Y5 I8 d6 E* TChanged
+ `) E, S0 t* C* K. _+ N1. AF of 8+ have AV support doubled for purposes of determing support for air operations% \* t" D" }: h0 n' t$ Z
(complements fix 18 above)
5 L3 ~% e. H v2 N& v `# g2. Permanently increased pilot array to 70K. A" G `( X( |1 k' X# Q( o; i+ u
3. Increased number of air combat rounds are a factor of total aircraft involved
- R" y( C1 M% ]! N- `4. Allowed submap to submap movement if land connected for land units. Should have been
, r4 \: Z- u7 A9 M- g3 ^: U% [so as per Andrew Brown
( Y/ b2 n. r& f5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message! O% Y. R J1 V6 ?6 |+ ~# Y# G
delay toggle instead# ~+ e0 _, y1 x/ ~- [
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the: Q( g, t- G, r2 C; M) e
maintenace a bit more( q' @) O7 ]- m( I+ }
7. Support device replacements won't decrease the overall experience of LCU units. This does
& ^8 c" ?! H; f* @6 p% o5 U5 g8 ynot alter the overall EXP change due when any replacements are received.$ B( m* c1 B2 \3 B
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
8 R7 [; x5 _% @0 C) L+ cbetween the two but could break current games.
8 g& \5 o. F7 c6 ~* ]8 m, }! h7 @9. Some LCU Prep points may be retained if unit is experienced
9 W/ j( s9 a: {/ B* y2 |Notes
; Y7 }4 z" u5 z6 k0 y' j2 s) u1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
) F. ?- _+ G3 b" U3 K% w" q& yshould not change player or HQ, even if not in play. These original HQs are used by the AI
( U7 |" D! x: {5 [3 droutines so changing or deleting them can put the AI off. Changing other elements should
% y* v7 g1 q$ E. }% J5 E* Nbe okay.4 @8 h$ W d1 K l p! ]7 F2 i/ m
2. Clarification to weapon filters for aircraft:
) a7 r+ |6 C- PPM_NAVAL_ATTACK 2 // used for naval attacks
* r" F; i2 C8 L6 [+ v6 I: BPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)1 ^# k7 o+ @9 p8 w/ q% _' n5 p: j5 W
PM_LAND_ATTACK 8 // used for land (ground) attack& n* ?* c1 t/ N- x
PM_PORT_ATTACK 16 // used for port attack
5 U0 e$ D3 S0 H7 x9 |; y/ hPM_AF_ATTACK 32 // used for AF attack
2 b# e5 e1 z. ?+ d8 g0 ^Dropped any reference to secondary values for land and AF as they served no special use.+ e, l& y; Z+ S* V$ N! [5 |
Clarification changes q7 _6 F( C) Q9 L: p" _3 |. V
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
: C; I( _, Z7 s4 lbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
- S( g9 {) N! CMONGOLIA(91) or TANNU_TUVA(92).2 @- v. h p$ i! p
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases: e3 Y& e# A+ V5 O* ~1 [
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
8 v6 Z- _# j9 E) `, {0 Uc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases3 W" ?5 `# E0 K5 J/ r1 P
after Soviets are activated, but can’t move! C! a$ |. m7 Y3 Z3 U
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
2 ?/ H" a; J% A) d: Kdisbanded in port.3 K i2 P# H# P0 ^: A e) h, W
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
# \( h$ F ]" {6 ^$ ]" Mf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |